Arayam Bismut

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259 posts. No reviews. 2 lists. 1 wishlist.




Shifting away from GMing for the time and don't want to spoil what others will take over.


Please cancel my pathfinder adventure path subscription. Please leave all starfinder subscriptions going.


Please cancel my Pathfinder Roleplaying Game subscription. Please do NOT cancel the Starfinder or adventure path subscriptions.


I sent an email about a defective copy of the Starfinder Pact Worlds on Friday, and I just wanted to check if it reached you and if anything else was needed on my end, like less glarey pictures so it was clear where the pages had been stuck together.


Looks like the Dr Hawksaw link is dead. Also, looks like I should be able to download the PDF now!


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I love the title and all, I'm just a little worried that people will know it's about Starfinder.

A sticky thread in customer service might also be helpful. :-)

I love the book!


I preordered the Starfinder core rules and first adventure path, but just saw subscriptions were available and added those. If I would be getting more than one copy of each, please cancel my preorders and just send as subscriptions.

EDIT: just saw another question on this, sounds like I should be good.


The Rainy Day discount does not seem to be stacking correctly with my subscriber discount for my current cart, Chris said I should get in touch with customer service (or do I have to send this as an email? My mail client sends from a different account than I bill to, so I am trying to be lazy.)


Could you please cancel my Pathfinder RPG subscription (but NOT the adventure path one, I still want all the adventure goodness in physical copies)

Also, any word on when Starfinder subscriptions will be available?


I am considering allowing some of the more powerful races in the next campaign I run, and was thinking it might work to keep things balanced by taking a couple points off the point buy of anyone who wanted to use the "advanced" (11-20 race point) races, instead of the old "level adjustment" mess. Has anyone done anything like this, or has any math/theories on what an appropriate cost would be? I am thinking something like 1 point buy point per 2 race points, but suspect it is far from an exact science.


Greetings experienced GMs and other clever people, I am looking for some help and ideas in reviving an old homebrew campaign of mine. It ran for about 5 year with 3 concurrent campaigns, mostly off of 6 months of sandbox world prep I did right out of school, but once those hooks had petered out, life was so busy and players were higher level and I writers blocked on where to go next, doing another campaign in a different world that is just about to reach it's planned conclusion.

The thing is, the players LOVED their characters in the old setting, and I don't think some have entirely forgiven me for shelving it. I want to go back and let them have their favorite characters back, but I am not sure what to do.

What I am facing:

- Game should be run once every month, we meet once a week and rotate GMs.
- About 7 players on average. Getting the whole gang together is the main point.
- Only about 2-3 hours a session anymore thanks to jobs and parenting responsibilities
- Characters are around 12th level
- Setting is a magically protected city surrounded by very hostile wilderness (don't even think of going out there before level 5)
- I have come to the conclusion that I HATE drawing up maps.
- It should still feel sandbox-y and let me explore and describe how the world got the way it currently is.

Does anyone know of good published adventures that could be jumped into with existing characters at that level? or good map generators? Any suggestions welcome to try and jar me out of a multi year writers block.


About half of this order has not shipped. 5 sets of campaign coins have been received (the PP, GP, and half the SP), shipping on 9-4. The other half (the CP and other half of the SP) plus the adventure path have not given a shipping notice, nor has the pdf shown in my downloads.

Not sure if it helps but the original notice (on 9-3) that shipping was coming soon had things divided into 3 packages, but divided up a way completely different from what actually shipped.


So one of my players threw me for a loop last night. She said that the legendary surge ability could be used on all of the items associated rolls without paying legendary power, as long as the item was bonded. I could have sworn I read that it did cost power, but going through the rules on legendary surges we found

Mythic Adventures wrote:
Creatures that aren't bonded to the legendary item can typically use all of its special abilities that aren't legendary item abilities. Such creatures can also use the item's legendary surge base legendary ability, but only by using the item's reservoir of legendary power.

but as she points out, that is only for non-bonded creatures.

The section on legendary power says this again:

Mythic Adventures wrote:
If the item's bearer isn't bonded to the item, she can expend the item's legendary power only to use its legendary surge ability.

but still nothing on a cost for a bonded user.

Legendary Surge itself says:
Mythic Adventures wrote:
All legendary items have a legendary surge ability, similar to a mythic character's surge ability.

which still doesn't say what it costs, just that it works similar to mythic surge, which incidentally costs mythic power.

Beyond this, the closest I can find is under flexible bond, which says:

Mythic Adventures wrote:
A creature with a temporary bond can fully utilize all of the item's legendary abilities, and if that creature has mythic power, he can expend it to use the item's legendary abilities that require legendary power use (including its legendary surge).

Although if that is saying it does normally or just in this case is an argument I am sure she will bring up.

So can anyone see anything I missed to set it to rest one way or another, or point out any FAQs I missed?


I was giving the Psychic class a closer look and wondered if something was valid, or had a catch I was just missing. Psychic spells replace somatic components with emotion components, so they have no chance of spell failure due to armor. The Psychic class has no armor proficiency, but if they were equipped in masterwork parade or studded leather, and a masterwork light shield or buckler, they should be able to do so with no drawback aside from the price tag, right? For that matter, assuming the Psychic had heavy armor and shield proficiency (be it from feats, multiclassing, or something else) and a decent strength, they should be able to function in full plate with a heavy shield, correct?


Could you please cancel my Pathfinder Roleplaying Game subscription? Unless there is a way to suspend it for one book so I can skip Bestiary 5. The weight of those is adding up and I am sticking to PDF only for them, but all the other books, codexes included, I find myself needing to pass around to my players.

Also, do not mess with the adventure path subscription! ;-) Really looking forward to Hell's Rebels!


Is there any chance there might be a sidebar or advice elsewhere in Ultimate Intrigue for how to deal with a character with two identities, both for their fellow party members and the DM?

Having a player who tried this without any mechanic behind it in my Runelords campaign, I know I had a little trouble justifying why the mysterious kitsune ninja/"human" barmaid knew when and where to meet up with the group, why a group of equally competent adventurers would go out of their way to contact this person, and generally just giving the player any solid satisfaction on that aspect of their back story.

Likewise, how much should the rest of the party know about their identity? What are pros and cons of different levels of in game/out of game knowledge for the rest of the party on this? Can the low wisdom impulsive gnome in the group spoil their secret identity with a night mouthing off at the tavern? Or the charisma dump stat party members that couldn't beat a sense motive check to save their life?


Do you hurt yourself when casting Caustic Eruption? The text says "Acid erupts from your space in all directions", is that implying that your space is part of the effect, or excluded?


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I am currently running Runelords for seven players, and one of them has been amusing the group by sharing a summary from the eyes of his dim-witted barbarian...who is convinced he is a wizard due to a trait that lets him cast prestidigitation once a day, and announces spell names with every mundane action he takes. While I have asked my players to stay off the Runelords forums to avoid spoilers, everyone loved the idea of sharing these with the world.

Quick character summary:

Grognard the Arcane: CG male half-orc invulnerable rager barbarian
Ausk: CN male half-orc shadow blooded sorcerer
Wolfsister: NG female Shoanti Wolf Druid of Erastil ("Dreamseaker" until she got her wolf companion)
Doc Dimple: CN male gnome trap breaker saboteur alchemist
Chakra: CN female kitsune ninja (Mergele when in human form)
Seu Chiall: N male oracle of bones, worshiping Pharasma
Mr Pibb: LG male paladin of Sarene (who only makes it about half the time)


I got my shipping confirmation for Order #3293342 last Friday. Normally it would have arrived by now, but UPS does not even have shipping information for it. Their site advised me to contact the shipper if it did not have information after 3 days.


Loving this thing. Having the examples of play using panels from the actual comic makes this one of the easiest ways to get how the FATE system works.


With the new order pages, I apparently missed adding the preorder for Inner sea gods to my side cart. Is it too late to get this sent together with the adventure path subscription shipment(order 3082641)?


Reading over the Mythic Hexes archmage path ability, I find myself confused how it interacts with a few specific hexes.

PRD wrote:
Mythic Hexes (Su): Your hexes are more effective against non-mythic targets. When you use a hex that requires a saving throw against a non-mythic target, that target is automatically affected for 1 round (which doesn't count toward the hex's duration) and can't attempt a saving throw to resist the hex. On your turn the next round, the creature attempts its saving throw as normal. If it succeeds at this saving throw, it breaks free of the hex; otherwise, it's affected as normal. You must have the hex class feature to select this ability. You can select this ability twice. If you select it a second time, it also affects your major hexes.

First, Misfortune:

Would this force a non-mythic target to save against misfortune hex itself twice and take the worse result?

Second, Cackle:
Can you use cackle to extend the amount of time it is under one of the other relevant hexes in the pre-saving throw round? If so, would the extra rounds be lost if the target makes the save?

Third, Icy Tomb:
Assuming you have taken Mythic Hexes twice so it applies to Major Hexes, when would it deal damage, how much would it deal, and if the target makes it's save, would the target suffer the staggering effect upon being released?


So, question, when you get a free attack from style feats, like snake fang or panther style, they allow you to "make an unarmed strike against that opponent". Can this unarmed strike be used for a combat maneuver (like trip, disarm, or grapple) or does it have to be to deal damage? I suspect it is safe to use crane riposte for this, it just lets you take an attack of opportunity but does not call out "unarmed strike" specifically, but for the others I am not so sure. For panther style in particular, if upgraded with panther parry, it could lead to some interesting situations where an opponent was tripped or disarmed before the triggering attack lands...


A few days back, I joined in a friend's campaign, already to level 12, with a one shot character, and faced the age old dilemma of how to get my character accepted by the standing group. Among assorted other things, my character offered to provide the existing party's cook with a goose for dinner. A quick trip outside and a passing chipmunk failing a save vs baleful polymorph, dinner was on.

Wasteful, but amusing, and I suspect a lot of people have other fun stories of "wasting" a higher level spell for an in game joke, a good role play opportunity, or some other silliness. What are your stories of having fun "wasting" some of your best spells?


So, since I started looking through these forums, the concept of a class tier list has come up several times, what class is the best and most versatile in the hands of an experienced player trying to make the most of it. (http://paizo.com/threads/rzs2prp0?Lets-build-a-Pathfinder-class-tier-list# 1 for example)

I am curious about just the opposite. What classes are the hardest to screw up and are going to be good regardless of what choices the player makes when building them or what gear is available to them, and what classes can get so unfocused or have missable key features that they can leave the player feeling like they do not get to do anything well? Running a game with new players, players who are new parents, players who can just barley fit in game around erratic work schedules, what classes will work best for people who don't have time for "homework" of researching their classes and just fill in their level ups quickly and off the top of their head during the pre/post game pizza breaks?


Just out of curiosity, but what level ranges do people tend to see campaigns run for? Do they start at level 1 or something higher? Go all the way to 20 or stop sooner (or later)? Do they usually end because the stories conclude, the GM burns out, or players just want to try something different (or something else I am not thinking of)?